Thread: [WIP] TMO Update: Almost ready
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Old 02-25-21, 11:34 PM   #10
Bubblehead1980
Navy Seal
 
Join Date: Apr 2009
Location: Florida USA
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Quote:
Originally Posted by Captain Dave View Post
Good to hear that the mod could be what you were looking for. I have a large amount of mods on file including a lot of V1.4 stuff. Sometimes a piece of a file from 1.4 is just what I need for 1.5. I'm always tweaking.

Nice.

So I just gave thee darker nights the first real test in TMO. I changed the TMO visual sensors back to default( had them a little nerfed far as the light factor goes so compensate for the light nights...just changed light factor in .cfg from 3 to 4, now back at 3)

As part of my update, added some traffic, some historical, this includes the 6 ships 13 escort convoy Tang attacked in Koshiki Straits 24/25 June 44. Tang slowly worked its way into the double escort screen, falling in line so on their radar scopes (if picked him up) appeared to be one of the escorts and casually fell out of line, turned and attacked sunk 3 or 4 big ships in a series of attacks from within the screen. Taking full advantage of the subs low visibility at night.

I'll post some screen shots soon but was able to penetrate the screen and attack sunk three ships before had to race away because was finally spotted but evaded safely. This is a game changer finally, about to really allow realistic night surface attacks. Conditions were a typical night, no fog,just dark, scattered clouds, light cover. quarter moon. Could never pull this off without the darker nights mod unless and if do will get shot up when trying to turn away etc.

One facor have to alter to test is I know when created the convoy in the traffic file, I set the escorts skill level ranging from poor to competent, most are set to novice, makes them less aggressive but were decent. Will have to test and see how the competents and vet skill sets do, sure a little more aggressive but with dark nights should be no problem. Again, thanks for sharing .
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